» Wed Nov 30, 2011 6:42 pm
Due to the infinitely cumbersome way the GECK handles voice lines, I won't be doing spoken dialogue. Here's what I've planned for Goodsprings:
Doc Mitchell: In the character gen, when you start answering his questions, he'll discover you're a moron. He'll ask you to wait in the couch and go into the adjacent room. While he's gone, you can squiggle on his "funny papers" and fill out the tag skills/traits. When you're done, he'll come back with 3 Mentats ("Smart Pills") and a Stimpak("Lollipop"), give you your stuff and tell you to stay in town. You can ask him for a free "Lollipop" every day, but can't trade with him. He can heal your health("Ow!"), radiation("Blurgh...") and addictions ("MOR PILLZ!") as normal.
Victor: You can try to change his TV channel.
Easy Pete: With a PE of <5 you can talk to him, he'll give you some info on the NCR, Legion and Big Horners.
Sunny: You can help her kill the Geckos. She'll give you some Healing Powders, but not the quest to make them.
Trudy: You can learn that Joe Cobb is looking for Ringo. If you have CH>4 you can tell her she's "perdy", she'll then tell you a bit more about the Powder Gangers and will give you a free bottle of Sarsaparilla.
Joe Cobb: With a ST of 7 he'll tell you to go find and kill Ringo, starting Run Goodsprings Run.
Ringo: He'll tell you to watch out for Joe Cobb.
Goodsprings vs. Powder Gangers
If you kill either Joe Cobb or Ringo the Powder Gangers will attack, putting you on the appropriate team. You can't do any of the preparations, but you can kill off the attackers/defenders as normal. When you're done, if Joe Cobb's alive he will tell you to get out of his town (though you'll still get good rep with the Powder Gangers). If Ringo's alive he will suggest you go work as a caravan guard and put the Crimson Caravan Company on your map.